Azura’s best set optimises her for combat, enabling her to take the offensive against blue and green units. With this build, she can pick or choose whether she wants to fight or Sing, and be effective at both. It also leverages as much stat gain as possible to level the playing field between her and her opponent. With one or two exceptions, this set is rather cheap to build and also serves as Azura’s best budget choice.

The Book of Shadows is perfect for Azura, as it offsets a large part of her statistical penalty. Fury performs best in A slot, while Atk/Def Bond works very well in her seal slot, and shares the same activation condition as her Book of Shadows does. Moonbow is the best choice of Special, scaling well with Azura’s relatively low Attack.

Guard is one of the most important parts of this build, as it stops opponents from activating their Specials against Azura. Being so frail, she stands little chance at surviving enemy Specials. Wielding Guard greatly extends her survivability. The HP loss from Fury combined with Guard isn’t a problem, as Azura is usually only strong enough to beat one opponent per round anyway. If you’re looking for a budget choice, Wings of Mercy will give her a mobility boost and let her reach wounded allies much easier.

Atk Tactic or Odd/Even Atk Wave are her best C slot skills. Tactics are better in mixed teams, otherwise go for Odd Atk Wave. If she’s paired up with defensive units, Spur Def/Res works wonders and is a very good option for her.

Are you the kind of person who wonders why people bother to build refresher units offensively? Then this set is for you, as it maximises Azura’s ability to support allies with Sing. Thanks to Dance skills, Azura can boost up to three of her Sing target’s stats at once. This is a highly modular build, with many different choices based on user preference.

Dancer’s Ring is chosen for its Breath of Life effect, which enables Azura to take on a healing role if she chooses to attack her enemies. However, the Book of Shadows works well as a budget option. As for her A slot Skill Fury is the best general performer, but Triangle Adept is a very safe alternative that allows Azura to fight some colorless units well.

Where this set comes alive is in its choice of B, C and seal slots. Geyser Dance combined with Gale Dance allow Azura to buff an allies’ Speed, Defense and Resistance. And combined with an Attack buff in her C slot, she can provide buffs to all stats. Wings of Mercy is a very good alternative, especially if acquiring the rare Geyser Dance skill isn’t possible. Wings of Mercy is also better if you want to use Azura on your Arena or Aether Raid defense teams.

Atk Tactic or Odd/Even Atk Wave are her best C slot skills. Tactics are better in mixed teams, otherwise go for Odd Atk Wave. If she’s paired up with defensive units, Spur Def/Res works wonders and is a very good option for her. One option she has is to double down on Breath of Life, taking it in her C slot skill and seal to total +21 HP restored to allies. However, buffing Skills are still recommended, as they’re more reliable.

Introduction

Fan favourite Azura returns to Fire Emblem Heroes, this time appearing as a youthful kid! This version of Azura comes as a Green tome-wielding infantry unit. Most importantly, Azura retains the trait all of her forms have: the ability to Sing for allies in order to refresh their actions. Being able to fulfill two roles on a team makes Azura a stellar unit, regardless of how you choose to build her.

Statwise, Azura has little to boast about. Her status as a ranged refresher mean her base stats suffer large penalties. However, her base Attack of 33 redeems her somewhat, only putting her slightly behind many mages in terms of power. With the right build and support, Azura can tear through enemies, although she can’t Sing and initiate combat in the same turn.

She is ultimately let down by her defensive stats and lack of Speed, which make her statistically worse than other mages. As a free unit, she’s also unable to optimise her stats with a boon/bane set. Despite these weaknesses, Azura is a great free unit who can be built cheaply to clear a lot of content.

Strengths

Great at support teams, due to Sing.

Azura is one of a lucky few units with access to Sing or Dance. Sing allows Azura to sacrifice her turn in order to refresh another unit who has already acted that turn. It enables some powerful strategies and for many, makes battles easier. Having Sing also makes her a good filler fourth unit, when the other three slots are filled with core team members.

High Attack for a refresher unit.

Base 33 Attack is nothing to write home about, especially for a unit unable to get an Attack boon. But in Azura’s case, she’s already providing value through Sing: Her combat potential is just icing on the cake. The Book of Shadows is a great tome for her, helping to alleviate her statistical penalties and fight on even ground. Azura can build offensively to smash foes, although she’ll need some buff support to perform well.

Weaknesses

Low stat total weakens combat potential.

Azura’s most obvious weakness is her low stat total compared to other units. Her stats total 140, almost 40 points lower than Legendary Tiki or Halloween Myrrh. She simply lacks the raw stats to scrap with other units on an even footing. Azura’s 17/25 Defense and Resistance isn’t nearly enough to survive common neutral damage. And while she can fight well when supported, the same support offered to other mages will still produce better results. On Azura’s combat set, she must dedicate many Skills to offsetting this weakness.

Can fulfill two roles, but not on the same turn.

Azura’s biggest claim to fame is her dual role as both refresher and ranged attacker. The problem with this, is that Azura needs to use her turn to do both of these things. If Azura uses Sing on her turn, she won’t be able to initiate combat, and vice versa. Building her to fight on the enemy phase is also not a good idea due to her poor HP, Defense and Resistance.

Team Options

Azura’s versatile strengths lend themselves well to all kinds of allies. To each kind of ally, she provides a different benefit with her refreshing capability. When fighting foes herself, Azura does a much better job when given buffs to her Attack and Speed.

Offensive units: Ranged offensive units are all much deadlier with a Sing user behind them. Azura can grant these glass cannons two attacks in one round, or give them a turn to move to safety. Only some are listed, but Azura works well with every ranged offensive unit in the game. Examples include Reinhardt, Brave Lyn, Ophelia, Lewyn, Bridal Tharja, Jamke, Bridal Cordelia, Lilina, Legendary Lucina and Flora.

Staff users: Receiving Sing from Azura lets healers effectively double their healing output in a single round. In return, they allow Azura to keep sustained through multiple fights. Genny, Brave Veronica, Maribelle, Wrys, Clarine and Elise are just some examples, but Azura works well with all healers.

Armor: The biggest weakness of armor is their reduced base movement. This is especially true for offensive armored units, who hit like a truck but can find it tough to engage enemies while remaining safe themselves. Azura’s Sing doubles their movement, letting them move up to two spaces normally, or four spaces with Armor March! Examples include Winter Tharja, Halloween Jakob, Arden, Winter Chrom, Halloween Niles and Halloween Kagero.

Counters

Having just 140 Base stats means Azura is destined to be the underdog in combat. A pitiful 17 Defense means that Azura is stopped cold by physical damage, and those with Distant Counter can beat her on both phases. Strong neutral magic damage can seal her fate, and Brave weapons cut through her like warm butter.

Offensive ranged units: Ironically, Azura is beaten by most of the units she supports well. Units wielding a Brave Bow or Blade tome can easily KO her. Even with buffs, she lacks the physical defense to survive their assaults. Brave Lyn, Lewyn, Bridal Tharja, Jamke, Bridal Cordelia, Lilina, Legendary Lyn and Flora are all deadly opponents to Azura.

Distant Counter units: Many red units choose to run Distant Counter, and with weapon triangle advantage they easily decimate Azura. Even those without Distant Counter are often seen with threshold skills such as Wrath and Vantage, which Azura can unwittingly trigger to doom her whole team. Karla, Ayra, Karel, Soleil, Mia, Fir, Hana, Saber and Ogma are all out of Azura’s league.

Dragons: Dragons are bad news for Azura, as they commonly have high Resistance, high Speed or enough damage to OHKO the young songstress. Their ability to attack on the lower of Azura’s defensive stats also makes it very hard for her to build against them. Worse still, the offensive units Azura enables also tend to struggle with dragons.Tiki(A), Tiki(Y), Halloween Myrrh, Myrrh, Fae, Kana(F) are examples of dragons that Azura must beware of.

User Submitted Builds

Fairly cheap Azura build, the double bonds work very well for her plus her prf tome, and B skill would be preferred as wings of mercy just because she is a dancer so she would work well being able to teleport to low health teammates. She unfortunately does not have enough res for a glacies or something like that special, so glimmer instead of moonbow is a nice quick one, due to her tome already making -4 to each stat. C skill could really be anything.

Young Azura comes in as an infantry green mage with subpar defensive stats and an atrocious BST of only 140. Her gimmick is her Sing ability, which makes her the second unit in her color/type combination to be able to refresh allies, behind Performing Inigo.

WEAPON
Book of Shadows is Azura's default weapon of choice and an excellent tome, granting Young Azura three points of extra Speed and inflicting -4 on all stats of a foe if she is adjacent to an ally. This weapon should be kept, since it allows Young Azura to fight some units if she needs to without the fear of being doubled. Next to an ally, Young Azura has an additional 7 Speed over her opponent.

ASSIST
Sing is obviously kept, as it allows Azura to refresh her allies, allowing them to attack again or retreat from the frontlines.

SPECIAL
Moonbow and Glimmer are two low-charge Specials that let Azura compound extra damage onto her attacks. Young Azura can be used to KO enemies who are at low HP from initiating combat against her allies, and having Young Azura hit a little harder when she has her Special charged up is a nice bonus.

A
Fury gives Young Azura a boost in every stat. This is nice for boosting her offensive potential, and bringing her Resistance from a subpar 25 to a somewhat stable 28. However, Young Azura will take 6 damage from every round of combat, and with her 36 HP, Young Azura must be kept safe and away from hard-hitting red and green units.

Triangle Adept can also be considered if Young Azura will be fighting many blue enemies, especially units who do not run Distant Counter, but Fury is generally a better option for Young Azura's A slot.

B
Wings of Mercy is a skill that will allow Young Azura to help out low-HP allies who may need support or a dance to finish off an enemy. This is especially helpful if Young Azura is in a team that has allies who use Fury themselves, as she will be able to come to their aid with an attack or Sing.

C
Spur and Drive skills let Young Azura boost her allies by giving them buffs. Since Young Azura can be used as a member of many team compositions, she can use any Spur/Drive skill interchangeably to focus on a specific stat(s), such as Attack or Defense.

SACRED SEAL
Brazen Atk/Res is a seal that complements a build for Young Azura that utilizes Fury in the A slot. Since Azura has 36 HP, and Fury deals 6 damage per round of combat, to meet the "under 80%" threshold, Young Azura only needs to enter combat twice to activate the effects of the seal, which will grant her an additional few points of Attack and Resistance, which will make her hit harder and take less damage from blue mages.

A build maximizing Azura's support role as well as a offensive role while making good use of her weapon.

Book of shadows is kept for it's effect.

Sing is kept for obvious reasons.

Blue flame due to it's synergy with being adjacent to an ally.

Both bonds have really good synergy with Azura's personal weapon.

Odd speed wave to avoid most doubles and increase speed.

Finally chill speed to shut down any high speed users.

Young Azura reaches ridiculous offensive capabilities with this build.

If all bonds, odd speed wave and chill speed are active on THE ENEMY, Azura receives a +14 ATK, +22 SPD, +9 DEF, and +4RES buff. If factored in with her base stats at +0 and weapon, She'll have an effective 61 ATK, 52 SPD, 28 DEF and 29 RES.

If you Have Brave Lucina, Male Corrin and Marth you should definitely go for this. Its a highly invested build that Makes her a threatening wall to say the least. I have tested this build with S! Micaiah and although she has 3 more DEF. it doesnt matter. You dont need the 3 people mentioned but they are definitely helpful because of their buffing ability.

I chose to build Young Azura a bit different, working more like a Nino than a actual support. Due to her subpar speed, and with Azura not being able to be obtained with grails to get more copies, Speed +3 seal helps her live the potential of the Gronnblade. Swift Sparrow or Life and Death even Attack/Speed solo could work as an A slot. Since she is not full support, I find that using Wings of Mercy would only be useful in very special situations, and being ranged doesn’t help that boundary either. Chill Speed helps fight against more speedy units, to where she can fight them, without taking a drawback due to her low 42 bulk. Res Smoke is easily replaceable with the more easy to obtain Speed Smoke, from a 5* Fallen Takumi, instead of Fallen Robin even Attack Smoke, or a self buffing skill like Even/Odd Speed Wave. Sing as your typical skill, but if used with a buffing dancer like PA!Azura or Flying Olivia with stat increases in their weapons, it could be better to use Repostion or a Rally for teammates. Along with Glimmer, as the typical Bladetome special.